/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
Processes client timestamps from ServerMoves, detects and protects against time discrepancy between client-reported times and server time Called byUCharacterMovementComponent::VerifyClientTimeStamp()for valid timestamps.
virtual void ProcessClientTimeStampForTimeDiscrepancy ( float ClientTimeStamp, [FNetworkPredictionData_Server_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Server_Ch-) & ServerData )